uniform vec3 LightDirection;

varying float LightIntensity;
varying vec2 TexCoord;

void main()
{
	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;

	vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal);
	//float angelSin = max(dot(-normalize(LightDirection), tnorm),0.0);
	float angelSin = dot(-LightDirection, tnorm);
	LightIntensity = angelSin;
	TexCoord = gl_MultiTexCoord0.st;
}
